개화
이 문서는 선택한 언어로 아직 번역되지 않았습니다. 아래에는 영어 본문이 표시되며, 가능한 공식 명칭은 선택 언어를 유지합니다.
Bloom is a timed settlement situation from the regular rotation. It changes plant growth and herb buying prices, and refreshes growth in the settlement’s owning area when it starts.
How Bloom starts and ends
Select a node for its entry conditions. The first two stages are system-handled; the third shows the official effect and confirmed situation effects.
목차
Where it can occur
These settlements include this situation among their regular candidates; whether it occurs depends on the current world rotation, queue and situation state.
Stages and entry conditions
1 Enter the candidate pool
At 06:00 each day, the game checks regular situation generation. When the check succeeds, settlements are shuffled and a candidate is selected from an eligible settlement with no situation state, excluding the same main situation active elsewhere. At most one new situation is queued per check. Bloom is one candidate, not a daily appointment in every town.
↑ 흐름으로 돌아가기2 Wait for activation
Entering the queue does not mean the situation has begun. An update activates the first queued event when no main situation is active and the queue is non-empty. Daily validation skips the player’s current settlement; transitions and some sleep updates can also process it. The 7-day timer starts on activation, along with the common restocking call.
↑ 흐름으로 돌아가기3 Inspect the active situation
On activation, growth is refreshed at eligible locations in the settlement’s area, excluding the player’s current location. Wilderness tiles sharing either a row or a column with the caravan are also excluded. Revisit the wilderness to inspect regrowth, and compare herb buying and medicine selling quotes.
지역에 약초와 버섯이 더욱 증가합니다.#동굴과 소굴 및 사냥터 바깥에 희귀 식물이 확률적으로 등장합니다. 거주지에 수렵 채집인들이 찾아옵니다.
↑ 흐름으로 돌아가기4 End after the timer
After 7 full game days from activation, the situation becomes eligible to end during a later update. Daily validation skips the current settlement, but transitions or some sleep updates can end it. Ending removes the situation scene preset, schedules restocking and updates modifiers; later scene preparation switches layers according to the active situation.
↑ 흐름으로 돌아가기Modifiers and trade effects
The values show changes caused by the situation. They are settled together with other settlement conditions; a price value is not necessarily the final quote percentage.
| Effect | Value | Meaning |
|---|---|---|
| Medicine: merchant selling-price term | -20 percentage points | Adds to other price terms when buying medicine from a merchant. |
| Herbs: merchant buying-price term | +40 percentage points | Adds to other price terms when a merchant buys herbs. |
| Plant growth amount | +50 percentage points | Affects plant generation and harvest amounts. |
Additional situation effects
Alongside trading parameters, these changes affect settlement scenes, wilderness exploration or contracts.
| Behavior | Value | Scope and limits |
|---|---|---|
| Settlement scene | — | While the situation is active, returning to the settlement prepares its corresponding scene. |
| Owning-area growth refresh | — | When it starts, refreshes eligible locations in the same area, excluding the player’s current coordinates and wilderness tiles in the caravan’s row or column. |
Rotation and coexistence
Each settlement has one active main situation and a separate economic slot. Matching effects are added together. Regular generation requires the settlement to have no situation state, so this does not imply that the situation freely coexists with every economic situation.
Official description
자연이 본래의 모습을 되찾아서, 인근의 초원과 숲이 새로운 성장으로 다시금 살아났습니다.